Four copies of Eco (includes beta and final release). In-game icon as a dev backer. One membership on the development forums and Discord. Access to source code and art assets of Eco. Ability to submit changes for possible integration. Direct connection with the team and ability to chat with them and share task planning. CT ECO's mission is to encourage, support, and promote informed land use and development decisions in Connecticut by providing local, state and federal agencies, and the general public with convenient access to the most up-to-date and complete natural resource information available statewide.
Posted by3 years ago
Archived
How to Setup Server (Singleplayer and Multiplayer)
Our forums are dead from the traffic, so here's a quick guide:
- Open Ports 3000, 3001
- Create an empty folder at Mods/ExportedMods
- Run ServerWatcher as admin
If you need to regen the entire world, delete everything in the folder Server/Storage
You can configure world size in the WorldGenerator tab and User blacklist/whitelist in the UserManager.
If you want to play Singleplayer, run the server on your computer, then connect to 'localhost' as the ip address.
Feel free to ask questions here!
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Posted by1 year ago
Archived
Ways you can increase Eco's challenge level currently (with examples)
So if you have played a vanilla server, or heaven forbid one with a high skill gain rate, you probably destroyed the meteor in about 8 days or less, and then went, now what?
So here are things you can do, with examples and explanations, to make Eco more challenging. Note that some of these are easy, and some require changing some Mod code but doesn't require coding knowledge.
SERVER UI CHANGES - The following changes can be made using the server UI. Most will take effect right away, some with a restart, and some require world regen. Be sure to click File-Save to update your files when you make changes.
- Difficulty Setting tab
CollaborationPreset ( Default medium - values are No, Low, Medium, High) - Controls how much it costs to gain extra specialties. The higher its set, the more you have to spend to dive into more than one field. Forcing collaboration makes for a more challenging game
UnlearnRefundRate (default 0.5) - This controls how many skill points you get back when you abandon a specialty. Setting this to 0 increases how difficult it is to change jobs.
SpecialtyCostMultiplier (default 1.0) - Works with CollaborationPreset to control costs of specialties.
SkillGainMultiplier (default 1.0) - This is the multiplier applied to your nutrition skill gain rate to determine your sp/day. This is the one you most often see set to 4 or 1.25 or some number higher than 1.0. This results in a very easy game of Eco.
SkillPointsPerAction (default 0) - turning this on can result in super fast skill gain as every action will give the skill point gain.
SkillPointsPerCrafttime (default 0 ) - Same as per action, turning on results in fast skill point gain.
- Disasters tab
Controls if a meteor is made, and if so, how many days. 30 is way too long with vanilla settings, if you want a challenge, drop this to 15 or 10 (at vanilla settings)
- Simulations tab (config subtab)
![Minecraft eco servers Minecraft eco servers](https://ecoforum.strangeloopgames.com/uploads/files/1447993052333-server-4.png)
These are too numerous to list here, but you can change a lot of values for your world like plant density, base skill gain rate, max housing bonus rate, climate change rates, plant and animal grow rates and more, just a ton of changes you can make here.
- WorldGenerator tab (config subtab) this is where you can change the size of your world, water level, height (can make worlds appear very dramatic), etc. If you change values here you will want to delete the files with Game in the name in the Storage directory to make it remake the world. I do not know, and do not think, changes to worldgenerator have an effect on existing world.
So those are the easy ones to change to make the game more challenging. But lets say you want to do even more. That you find research too easy, or some recipes.
In your eco server directory, you will find the following sub directories of interest (E:Program Files (x86)SteamsteamappscommonEcoEco_DataServer is where mine is located, you can also download a stand alone version of the server under steam library tools)
- Configs directory - these are editable files that are generated when you make changes using the Server UI. You can edit these directly if the server isn't running and they should take effect the next time the server starts (save for worldgenerator, you have to do more for it) These files get updated when you click Save on the ServerUI, or automatically when you change values (i like using save to be safe)
Some of these files are more easily edited using Notepad than the server UI due to their size and scope (EcoSim is 402kb due to all its values, worldgenerator is 11kb)
- doc directory - the XML schema for how your servers website is formatted.
- WebClient directory - allows your web server to run
- Storage directory - Where your world save file is stored. If you are resetting your world (change its size, terrain layout, world height, etc), you need to delete the files with Game in the name in here first, otherwise eco server loads the saved world.
- Mods directory - This is where you can make a LOT more changes to the world to make it more tailored to your needs.
These subdirectories discussed below contain C# files. You do not need to know how to code to be able to modify these files slightly, i.e. changing the cost of recipes. You may have to do more if you want to for example add paper as a cost to research books.
If you do modify them, make sure to make a backup of your changes in case they get overwritten by updates to the game.
Note that if you change any of the C# files, you must delete Eco.Mods.dll in the main Server directory to make the files recompile when you start the server again.
There are a lot of directories in Mods, but the ones you care about most for making the world more challenging are in AutoGen subdirectory. (The Tech subdirectory there is Research books).
Lets take a look at one file as an example of what you can change here: E:Program Files (x86)SteamsteamappscommonEcoEco_DataServerModsAutoGenTechbutchery.cs
So as you look at this, you can see it requires the Hunting skill, that it needs 3 HareCarcassItem, 3 ElkCarcassItem, and 1 BisonCarcassItem. It takes 5 minutes to craft.
If you wanted to make books require paper for example, you could add the following to the ingredients section:
which would make it require 100 paper
Anyway, hope this helps and I will answer questions as i can if you reply here.
![Files Files](/uploads/1/2/5/8/125877080/691609193.jpg)
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